It’s Thanksgiving week here in the US and my schedule has me in the office only two days this week! Since I didn’t post a standard Monday Brews last week we’ve got a lot to cover! Let’s start with the Barley…
Sixpoint Global Warmer Imperial Red Ale
I had never had an Imperial Red Ale before. It was quite enjoyable. Sixpoint produces pretty hoppy beers, but I found that the “Red” style complemented the hoppy character quite well.
- Deschutes Mirror Pond Pale Ale
- Ale Asylum Bedlam Belgian IPA
- New Belgium Accumulation White IPA
- New Belgium 1554 Black Ale
- Deschutes Jubelale Festive Winter Ale
- Wisconsin Brewing PsycHOPath Imperial IPA
- Capital Autumnal Fire Doppelbock
- MKE Black Iron India Black Ale
- Great Dane Stone of Scone Scotch Ale
- Anchor Brewing Brekle’s Brown
- New Glarus Pie Lust Pumpkin Ale
- Capital Ghost Ship White IPA
- Lake Louie Warped Speed Scotch Ale
I have a love/hate relationship with Mutiny. I hate it because I’m terrible at lying and you have to be sneaky in this game. I love it because it’s SOOOO good, and just got better!
We tested a new version with new roles for the game. These new roles added a lot to an already terrific game. I’m very excited for the future of Mutiny!
- Lewis & Clark
- Angry Dice
- Forbidden Island
- Lost Legacy: Flying Garden
- 7 Wonders
- Unpublished Prototype by Jeremy Van Maanen
- Unpublished Prototype by Adam Buckingham
- Unpublished Prototype “Ziggurat”
- Unpublished prototype
- Sushi Go!
Normally I also share a “Designer’s Corner” update but there’s too much to discuss here briefly. So I’m planning on having a Game Design Debrief after Thanksgiving. I’m sure you’re looking forward to that!
2013 Was a great year for me. So I’ve decided to have some big goals for 2014. Normally on a Friday I review a game or post a Design Me challenge. But since it is still the first week of the year I’m taking this opportunity to share my goals for the rest of 2014. Let’s start with the Barley goals…
The Barley Goals:
In 2013 I brewed my first four batches of beer. They were an Amber Ale, Honey Ale, Oatmeal Stout, and Scotch Ale. I can do better than that, so my first Barley goal of 2014 is:
#1: Brew 6 Batches of Beer
I received the Northern Brewer Caribou Slobber kit as a Christmas present, so that will be the first brew of 2014. I will plan to brew it on the first day when the temperature is over 35 degrees since I brew outside with a turkey fryer.
Other styles of beer that I’d like to brew are:
- Pumpkin Ale
- India Pale Ale (for my hop-forward friends)
- Winter Warmer
In 2013 I named by beers after renaissance men. In 2014 I will be naming them (and hopefully labeling them) with board game related things. I am going to work on a Boards & Barley label that I can put onto the bottles and make them look more official. I’ll likely have way too much fun with that.
#2: Get away from brewing with kits
I have an awesome beer brewing store close to where I work. They have buckets of different types of barley and malt. I wish I had asked for a beer recipe book for Christmas. So my goal is to tailor at least three of the beers listed above to my own particular recipes. For example, I would likely soften the hoppiness of whichever IPA I want to brew so that it is more drinkable by people like myself who don’t care for overly hopped beers. So by getting away from using beer kits I can free myself to make the beer however I want it to be.
#3: Branch Out
This refers to my beer consumption. It’s easy to drink only the few styles or brands that I know I enjoy. So in 2014 I want to branch out and be willing to try many different styles of beer. I’ll be keeping a list of the beer styles that I enjoy throughout the year and hopefully have a sweet beer report at the end of 2014.
The Board Goals:
While the Barley goals are all something that I know I can accomplish on my own, board game goals are more dependent on other people. You need playtesters, publishers, artists, etc. With that in mind I am setting board game design goals that I believe I can accomplish without those other people. For example, I could set a goal of getting a game signed, but that would require a publisher to help me accomplish the goal. However, if the goal was to design a “signable” game, then that is something that I can accomplish on my own. Rule for life: set yourself up to succeed. So these are goals that I can accomplish without requiring publishers or artists.
#1: Print on Demand – The Game Crafter
One big goal of mine is to put two games up for sale on The Game Crafter. Why would I want to do this instead of approaching a publisher? Because game design is all about fun. I think it would be a lot of fun to create a couple of games that people could buy directly without having to wait for a kickstarter campaign or for distribution or whatever.
So I want to take two designs, create my own original artwork, and post them to TGC. The first one I post will likely be Quantum Orcas. With the recent improvements to the design I believe the game is getting close.
To make the goal “achieveable” I plan to post one game to TGC in the first six months of 2014 and the other game in the later half of 2014. This is something I’m pretty excited about. I’ve used TGC to make prototype stuff, but never to sell my own games. It should be fun!
#2: A Heavy Game
While Scoville will be a “big box” game, the design of the game is quite simple in nature. In 2014 I want to design a really heavy game in the realm of the Uwe Rosenberg games. I want there to be a high level of player interaction and an intense decision space. I want each decision to feel uber important. And I want to spend a long time balancing cards/events/scoring options. Seth Jaffee recently posted an article about balance that will help me approach a heavy game like the one I want to design.
This is a tough goal since so much goes into big game designs. Fortunately I have two friends on board to co-design with me and I have a theme in place already. I’m excited to see how things develop throughout the year.
#3: Pitch a Game
I’ve never really pitched a game. Scoville sort of pitched itself thanks to the kind words of the awesome people at Protospiel-Milwaukee last March. My third boards goal for 2014 is to have a game that is pitchable, and to actually schedule a meeting with a publisher and sit down to pitch the game. This is one of the most interesting parts of being a game designer. Can you also be a salesperson? I hope to find out in 2014.
#4: “Finish” Some Lingering Game Designs
Coming up with a game idea and making a prototype are the easy part of game design. It’s the playtesting, modifying, balancing, and other stuff that make game design challenging. I have numerous game design concepts that I would like to “finish” in 2014.
“Finish” is an interesting word since, like most art, how do you ever know if you are actually finished with something. I like the rule of thumb where you could consider a game design “finished” if someone says they would buy it. So that will be my measuring stick for 2014.
I particularly want to finish three designs: Trading Post, Brooklyn Bridge, and Conclave. I think all three are unique enough to warrant my time and effort to “finish” them. We shall see!
So to recap, I want to brew 6 beers and design (or finish) 6 games. That works out to 1 brew and 1 board game every two months. I think I can do that, but I’d better get to work!
Did I leave anything off the list? Are there things you would like me to do in 2014?
Also, what types of articles would you like to see on this blog? I didn’t set any specific blog goals, but I plan to continue providing mediocre content on a regular basis. If there are topics you would like to see, please let me know!
I have a new game design I’m working on and today I am posting the last of 4 articles about it. Here are the four articles in this series:
- 5-16-13: Origins of Trading Post
- 5-23-13: Early Prototying
- 5-30-13: Hiatus and Re-design
- Today 6-6-13: Path to GenCon
Today we’re looking at my path forward with Trading Post as we near GenCon. I am hoping to have a game that has been playtested, is fun, and is able to be played near the Blue Noodle (UnPub area). So I’ll cover some development and what I’m hoping will happen with the game.
The Development Phase
Currently the game has not been played. What? You mean you’ve been reading a month’s worth of posts about some guy’s game that hasn’t even been played? Yes. And thanks for reading! I have nearly all the components together for the game. All that is missing is a scoring track and coins. Here is a picture of the game in its current prototype state:
So let’s talk about the different components that we see in that picture and discuss their purpose in the game.
Let’s start in the middle and work our way out. In the center is the land portion or map portion of the game. Each player has their own region, which is shown on the right. It is a player’s objective to explore their territory throughout the game. As they explore their territory they will draw a tile from their land tiles. These tiles are shown in the image above as the stack of hexes next to the player mats. The tiles will be either Meadow, Hill, Forest, or Mountain.
On the right of the map portion is the tree of buildings. Besides exploring your territory during the game you will also want to build buildings. The downside of building is that you lose a resource region of your territory. The upside is that you have a new trading opportunity in your own territory. Other players may visit it to complete the trade shown on the building hex, but they will have to pay you to do so. Buildings also count towards some of the scoring cards, which I will explain below.
To the left of the map portion are the resources. There are four natural resources in the game and four man made resources. The four natural resources are gained by harvesting them within your territory. The man made resources can be earned through the trade opportunities in certain buildings.
Below the map portion in the image are the Orders cards. Thematically here the Trading Post is requesting certain orders to be fulfilled. On your turn you have the opportunity to fulfill any number of these if you have the action points available. Along with building buildings it is also critical to fulfill orders during the game. This is a significant way to earn points. It is also a way to earn endgame points if you have a scoring card that requires certain colored orders be fulfilled. Once orders have been fulfilled, at the end of the current turn they are restocked to the number of players.
In the image the game is set up for six players. Each player has a player mat, their ten territory tiles, a pawn for the scoring track that is not in the image, and two scoring cards. Each player will also have some coins to begin the game, but I have not yet totally figured out the role I want coins to play in the game. They may ultimately be excluded.
Scoring cards represent hidden endgame scoring conditions. These are similar to the route/destination tickets in Ticket to Ride. Some of these are requirements for building certain combinations of buildings. Others are for fulfilling certain combinations of orders. But they are all ways to score points at the end of the game. I chose this because I like all players to be able to hold on to hope. And endgame scoring is a mechanic for hope.
The player mat is where I think a lot of the interesting strategy comes into play. The mats in the picture do not have numbers on them, but you can imagine each row having 0 1 2 3 4 5 on them. Each row is a different action. The number on which your cube sits tells you how many of that action you have available on your turn. At the start of the game all players have two of each action available. On your turn you can do three different actions, each as many times as your cubes indicate. The cool part is that as those actions decrease, other actions have to increase equally. What we have here is a zero-sum action point allowance system. Here is an example of a first turn where the player has chosen to EXPLORE twice and HARVEST twice. This allows them to discover new parts of their territory, set themselves up to have more resources available on subsequent turns, and have some resources to use on their next turn. So they spent a total of four action points. Then they have to move non-used actions up by four points. In this case they chose to increase FULFILL by 1 and TRADE by 3.
On their next turn they will be unable to explore and harvest. So likely their only option is to move their pawn to the Trading Post and hope they can fulfill an order or perform a trade based on the resources they harvest on their first turn. I think having this zero-sum action point allowance system in place will lead to some tense decisions in the game. Players will have to make sure they’re leaving themselves with the action points they want for the next turn.
Obviously, since this hasn’t yet been tested, this zero-sum action point allowance system will have to be extensively played. That leads me to the next thing I wanted to mention…
The first time I tried to play Scoville it played through to the end in a surprisingly well manner. I am a little worried about that with Trading Post. I feel like this will require much more testing than Scoville to get it to a point where I am comfortable showing it to a publisher. But GenCon is two months away, so the testing shall commence soon.
My main objective with any playtesting is to continually make sure the game is any fun.
It’s all about fun, right? Who wants to play a boring, crappy game with some weird, offbeat theme that doesn’t relate to anyone?
Now, perhaps there are a bunch of you who think the western trading post scene is for old guys who grew up watching John Wayne. I can assure you that in Trading Post out here a man settles his own problems. Trading Post is designed with a Euro identity in mind, but without anyone from the 13th-18th centuries looking boring on the cover of the box. I am very excited about this game and its potential.
I am fortunate to have a great group of friends who are willing to playtest my games here in town. So I am guessing they’ll try out this one as well. Since playtesting will be my focus for Trading Post over the next two months I figured I would list the things that I view as important during the playtesting phase of game design.
- Keep your design objectives in mind – do not get carried away on wild tangents just because one player mentioned something unusual. Keep asking yourself why you are designing this particular game and why you think it is unique and interesting.
- Offer bribes of beverages, snacks, and an awesome atmosphere to lure playtesters. And telling them their name would be in the rulebook if it were to get published doesn’t hurt either!
- Try to make sure the game is playable before subjecting anyone to it. This means solo playtesting.
- Don’t change major things on the fly during a playtest.
- Don’t implement more than one major change at a time between playtests – if you add two things and the game gets way better or way worse you may not know which change should be attributed to the difference in play.
- I recommend playtesting at least ten times before integrating major changes. This gives you a solid pool of plays from which to draw an understanding of an “average” game and also gives you enough opportunity to perhaps see any unusual play.
- One of the keys to playtesting is watching for patterns. If several different people all mention the same thing (not in the same playtest) then you’d better start paying attention to it.
- And I’d like to recommend shooting for a playtest goal of 100 playtests, but I’ve not done that with my games, so how could I hold you accountable. Do it! I don’t. You should. So 100 it is!
Those are just some guidelines. I also like to get into some nitty gritty stats when playtesting. For Trading Post I’ll be keeping stats on how often each color of orders get fulfilled, how often each type of orders get fulfilled, how often players will get to the green buildings, and so much more. There is a lot I could analyze with Trading Post so I have another recommendation for playtesting:
If your design is complex, playtest the game ten times and only focus on one element. Make no changes to anything else. Once that element seems “good,” move on to another.
I think I will have to proceed this way with Trading Post. I may start by watching how the buildings get purchased and built for a set of ten playtests. Then for the next ten I may focus on how the scoring conditions seem to play out. (Note: the data from the first ten playtests where scoring conditions were not the focus can still be used in this portion of the playtesting).
My goal over the next two months is to get 15 playtests completed. That’s one every four days, which might be a bit much, but you gotta have ambition if you wanna get anything done! Entering Protospiel-Milwaukee I had had 18 playtests in on Scoville. By then, even with only 18 under my belt, I felt I was able to teach it quickly and explain the thrust of the game. That way I was not wasting other playtesters time. I hope to meet this goal so that I don’t waste anyone’s time at GenCon where there is so much awesomeness to be had!
Pitching at GenCon
Well I’d be a knucklehead if I assumed that a game that hasn’t even yet been played could be pitchable by GenCon. That will depend on how playtesting goes. So I am not going set of goal of pitching this game while there. My goal for moving forward with this game as GenCon approaches is to have something where the wrinkles have been ironed out and it seems fun.
But for those of you who may be pitching your own games I recommend reading the following two articles:
- Networking Earns Pitching – http://www.cheveedodd.com
- Pitch Like a Pro – http://www.hyperbolegames.com
The first is something you should probably be working on right now if you haven’t already done it. The second is an awesome guide to how it all works and how to do it right. I’m guessing my 2014 GenCon will be more about pitching than my 2013 GenCon.
While I won’t be pitching the game at GenCon I will definitely have at least one copy with me. If you want to give it a shot just let me know and we can schedule something! Head for the Blue Noodle! (www.UnPub.net)
Path Forward for Trading Post
Now I just gotta sucker my friends into playing an unpublished game that likely has no balance, and no reason to be good. Of course I’ll have to figure out those insignificant things like what you actually do on a turn. But I’m getting very close to solo testing. If this game seems to work after a decent amount of playtests then I’ll likely send a copy into the Prototype Penpal Program run by Grant Rodiek. It’s a great way to get designer level feedback and to see if your game is broken. Plus, it’s always fun to know that somewhere out there other people are playing your game!
Well I hope you’ve enjoyed my articles over the past few Thursdays about Trading Post. I’ve received some interesting feedback already and I appreciate all the kind things you’ve all said. I hope that this game seems fun to you. I’ll keep moving forward with it and will definitely keep blogging about it. Someone also suggested making Thursday the default Trading Post day. We’ll see. Thanks for reading! And don’t be shy with any comments about any of this.
I’ve had the privilege of playing Guildhall four times now so I figured I’m overdue to review it. So since it’s Friday and I post game reviews on Friday I figured better late than never. Let’s see what I think of the game!
Guildhall by Alderac Entertainment Group is a card game where players try to fill the halls of their guilds (imagine that). To fill a guild you have to have five different colored cards of the same character. There are Farmers, Weavers, Dancers, Historians, Traders, and Assassins. Each character type provides you with some different ability. For example, when you play a dancer you get to draw a number of cards equal to the number of dancers in your guild and you get an extra action. Players have two actions per turn.
This game is played to a certain number of points. Points can be earned in two ways. The Farmer cards allow you to earn points if you have a certain number of Farmers already in your guild. The other option to earn points is by completing a guild hall and turning it in for a card with a point value on it. The winner is the first player to 20 points.
Here’s a look at Guildhall on the table (Image via Trent Hamm via BoardGameGeek.com):
- OPTIONS: So there’s only six different types of cards, how many options can there be? Well, each card does something slightly different based on how many of that card you have in the guild. So 6 cards with 3 categories means 18 options every turn. But it’s even better because you can combo things, which is awesome!
- INTERACTION: This game has a great amount of interaction. You are constantly messing with other players guilds and they are doing the same to you. You are constantly hoping that they won’t mess up the guild that you’ll be able to complete on your next turn. This game definitely has a nice back-stabby layer to it!
- WEIGHT: This game is just a big deck of cards and a few coin chits. But beneath the surface is a pretty deep and tense strategy game. Players can’t plan too far ahead but it’s important to make good plays with at least your next turn in mind. This game is heavier than one would expect. And that’s a good thing!
- QUALITY: I’m sort of a stickler for good quality. In this case it’s not the physical quality that bothers me but rather the visual quality. My problem with it is that in the copy I’ve played there are different shades of the background colors. For example, the green Farmer will be a different green than the more limey green Trader. It just bothers me. This does not affect gameplay though.
- LACK OF CONTROL: Often in the game it feels like you don’t have much control over what’s going to happen to you. If you jump out to an early lead, beware, because they’ll probably all come after you. And there’s nothing you can do about it. That bothers me, but only a little.
- THE BOX/INSERT: The box for Guildhall is ridiculously large. Like I mentioned above, this game is just a deck of cards and coin chits. The box is just oversized for the amount of components you receive. This does not affect gameplay though.
Designer Perspective – What I Would Change:
The only thing I don’t really like about the game is that once you’ve filled a guildhall you basically just turn it into points. And if you’re wise you’ll likely grab the highest valued point card available. As a designer I’d like to see the ability to use the completed guild halls in a more interesting way. My suggestion would be that the face up cards that represent points would require sets of completed guildhalls (like Farmers and Dancers). This could make it more strategic if all the players are really trying to complete the same guild.
This game feels like a light beer but plays like a heavy beer. There’s one beer in particular that fits the bill for me and that’s Guinness, which drinks like a light beer but feels like a heavy beer. (I guess that’s the opposite… oh well) So I’m pairing Guildhall with a classic brew, Guinness Draught. This beer is a very enjoyable beverage that is deeper than one might originally guess. Just like Guildhall.
I didn’t care much for this game when I first played it. That’s due to my lack of understanding of how the cards could really interact with each other. (Maybe I shouldn’t review games after only one play!) But now that I’ve played four times I can really see how well this was designed. Not only is there player to player interaction, but card to card interaction. My favorite combo is to “weaver a dancer” and then play a dancer to get the extra card and action. I’ll rate this game an 8 out of 10 according to the Board Game Geek ratings scale.